Kraken · CR 23
Type: Monstrosity · Size: Gargantuan · Grade: Mythic (capacity 50,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Dense Gills | Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Slashing | Acid, Fire |
| Ink Glands | Pigment | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Fire, Piercing | – |
| Stomach Acid | Toxin | Mythic | 50,000 | Medicine or Survival 25 | light · 120 | – | – |
| Tainted Heart | Elemental (Air), Unique | Mythic | 50,000 | Medicine or Survival 25 | light · 1 | Necrotic, Piercing, Poison | – |
| Tentacle | Unique | Mythic | 50,000 | Medicine or Survival 25 | medium · 1 | Acid, Necrotic | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Mythic), DC 30.
- Resilient Hide – from Bludgeoning/Piercing/Slashing
- Shockproof Hide – from Lightning
- Mindreach Matter – from Telepathy
- All-Seeing Eyes – from Truesight
- Aquatic Locomotion Structure – from Swim
Part descriptions
Dense Gills
Gills with a tightly packed mass of feathery membranes – a creature with them breathes underwater with ease.
Good for: water-breathing items (excellent fit).
Tainted Heart
A huge, pale-blue heart that crackles with lightning when held.
Use: crush it (action, destroyed) and make a DC 14 Constitution save. Success – cast call lightning (DC 14). Failure – 2d8 lightning and your hit point maximum drops by that much until a long rest.
Tentacle
A gigantic sucker-lined tentacle strong enough to tear ships apart.
Good for: tentacle items (excellent fit), e.g. a tentacle rod.
Statblock
Kraken – SRD 5.2
Gargantuan Monstrosity, Chaotic Evil
AC 18 · HP 481 (26d20 + 208) · Speed 30 ft., Swim 120 ft.
Score Save Score Save STR 30 (+10) +17 INT 22 (+6) +6 DEX 11 (+0) +7 WIS 18 (+4) +11 CON 26 (+8) +15 CHA 20 (+5) +5 Skills History +13, Perception +11
Immunities Cold, Lightning
Condition Immunities Frightened, Grappled, Paralyzed, Restrained
Senses Truesight 120 ft.; Passive Perception 21
Languages Understands Abyssal, Celestial, Infernal, and Primordial but can’t speak; telepathy 120 ft.
CR 23 (XP 50,000, or 62,000 in lair; PB +7)
Traits
Amphibious. The kraken can breathe air and water.
Legendary Resistance (4/Day, or 5/Day in Lair). If the kraken fails a saving throw, it can choose to succeed instead.
Siege Monster. The kraken deals double damage to objects and structures.
Actions
Multiattack. The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow.
Tentacle. Melee Attack Roll: +17, reach 30 ft. Hit: 24 (4d6 + 10) Bludgeoning damage. The target has the Grappled condition (escape DC 20) from one of ten tentacles, and it has the Restrained condition until the grapple ends.
Fling. The kraken throws a Large or smaller creature Grappled by it to a space it can see within 60 feet of itself that isn’t in the air. Dexterity Saving Throw: DC 25, the creature thrown and each creature in the destination space. Failure: 18 (4d8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.
Lightning Strike. Dexterity Saving Throw: DC 23, one creature the kraken can see within 120 feet. Failure: 33 (6d10) Lightning damage. Success: Half damage.
Swallow. Dexterity Saving Throw: DC 25, one creature Grappled by the kraken (it can have up to four creatures swallowed at a time). Failure: 23 (3d8 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Total Cover against attacks and other effects outside the kraken, and takes 24 (7d6) Acid damage at the start of each of its turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the Prone condition. If the kraken dies, any swallowed creature no longer has the Restrained condition and can escape from the corpse using 15 feet of movement, exiting Prone.
Legendary Actions
Storm Bolt. The kraken uses Lightning Strike.
Toxic Ink. Constitution Saving Throw: DC 23, each creature in a 15-foot Emanation originating from the kraken while it is underwater. Failure: The target has the Blinded and Poisoned conditions until the end of the kraken’s next turn. The kraken then moves up to its Speed. Failure or Success: The kraken can’t take this action again until the start of its next turn.
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 208); SRD 5.1 (size) – part descriptions rewritten in our own words.